The Effect of Realism on Hand Redirection in Immersive Environments.

IF 6.5
Shuqi Liao, Yuqi Zhou, Voicu Popescu
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Abstract

Redirection in virtual reality (VR) enhances haptic feedback versatility by relaxing the need for precise alignment between virtual and physical objects. In mixed reality (MR), where users see the real world and their own hands, haptic redirection enables a physical interaction with virtual objects but poses greater challenges due to altering real-world perception. This paper investigates the effect of the realism of the user's surroundings and of the user's hand on haptic redirection. The user's familiarity with their actual physical surroundings and their actual hand could make the redirection manipulations easier-or harder-to detect. In a user study (N = 30) participants saw either a virtual environment or their actual physical surroundings, and saw their hand rendered either with a generic 3D model or with a live 2D video sprite of their actual hand. The study used a two-alternative forced choice (2AFC) design asking participants to detect hand redirections that bridged physical to virtual offsets of varying magnitudes. The results show that participants were not more sensitive to 2D video sprite hand redirection than to VR hand redirection, which supports the use of haptic redirection in MR.

沉浸式环境中现实主义对手部重定向的影响。
虚拟现实(VR)中的重定向通过放松对虚拟和物理对象之间精确对齐的需要来增强触觉反馈的多功能性。在混合现实(MR)中,用户可以看到现实世界和自己的手,触觉重定向可以实现与虚拟物体的物理交互,但由于改变了现实世界的感知,因此带来了更大的挑战。本文研究了用户周围环境的真实感和用户手的真实感对触觉重定向的影响。用户对实际物理环境和实际手的熟悉程度可能会使重定向操作更容易或更难以检测到。在一项用户研究中(N = 30),参与者看到虚拟环境或实际物理环境,看到他们的手被普通3D模型或实际手的实时2D视频精灵渲染。这项研究使用了一个两种选择的强迫选择(2AFC)设计,要求参与者检测不同程度的物理和虚拟偏移之间的手部重定向。结果表明,参与者对2D视频精灵手部重定向并不比VR手部重定向更敏感,这支持了触觉重定向在MR中的使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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